Copyright Khronos Group, Page 1
|
|
- Noah Peregrine Thomas
- 5 years ago
- Views:
Transcription
1 2SHQ*/(6%2) 7RP2OVRQ7, 2SHQ*/(6:RUNLQJ*URXS&KDLU Copyright Khronos Group, Page 1
2 2XWOLQH Khronos and OpenGL ES Overview Working Group News Current Working Group Activities Discussion and Feedback Demos and Announcements Copyright Khronos Group, Page 2
3 2XWOLQH Khronos and OpenGL ES Overview - Neil Trevett, NVidia, Khronos Promoters Chair - OpenGL ES Working Group Chair, Working Group News Current Working Group Activities Discussion and Feedback Demos and Announcements Copyright Khronos Group, Page 3
4 .KURQRVDQG 2SHQ*/(6 1HLO7UHYHWW 9LFH3UHVLGHQW(PEHGGHG&RQWHQW19,',$ 3UHVLGHQW.KURQRV*URXS Copyright Khronos Group, Page 4
5 :K\'R:H1HHG6WDQGDUGV" Standards break down obstacles to building markets... by enabling communities to communicate Rich media markets need the graphics hardware and graphics software communities to be able to communicate efficiently Standards are are a Tool Tool for for Strategic Business Development Copyright Khronos Group, Page 5
6 .KURQRV)RFXV² /RZOHYHO*UDSKLFV Khronos develops API standards for graphics and media - 3D, 2D, video, imaging, audio Khronos API standards are Foundation-Level - Close-to-the-silicon access to media acceleration to create a robust foundation for media middleware and applications Almost Almost all all commercially relevant relevant C-native, open open API API standards for for low-level graphics and and media media acceleration are are now now being being created created within within the the Khronos Group Group Copyright Khronos Group, Page 6
7 3HQHWUDWLRQRI1DWLYH0HGLD$3,V MM phones Non 3D MM phones Native API based phones Millions of units Jon Peddie Research Handheld Multimedia Devices report Copyright Khronos Group, Page 7
8 Copyright Khronos Group, Page 8 Around 100 companies creating media authoring and acceleration standards
9 .KURQRV6WDQGDUGV(FRV\VWHP Cross-platform graphics authoring/acceleration ecosystem Safety Critical 2D/3D Many open standards for native 3D graphics acceleration and authoring are now being developed in Khronos. Tremendous opportunity for collaboration and synergy Cross platform desktop 3D Effects Framework 3D Authoring Dynamic Media Authoring Dynamic Media Authoring Standards 2D/3D Vector 2D Streaming Media Enhanced Audio Embedded Media Acceleration APIs DirectX-like set of native APIs Includes mixed media acceleration and OS portability APIs Copyright Khronos Group, Page 9 Composition Working Group Hardware acceleration for window systems
10 JO);² (IIHFWV)UDPHZRUN COLLADA File format for 3D asset interchange widely adopted by DCC tools vendors and Google, Adobe, Epic etc. COLLADA FX Textures, shaders programs, geometry, control and pass information Conditioning - Existing Khronos standards - New glfx standard glfx File Format - OPTIONAL Contains effects optimized for deployment Runtime file format Application glfx Run-time API Application traverses scene data, uses the glfx Runtime API to use effects information to setup the rendering pipeline Runtime API OpenGL 2.1 / OpenGL 3.0 / ES 2.0 (Also ES 1.1 / Mount Evans) Copyright Khronos Group, Page 10
11 :K\$UH.KURQRV6WDQGDUGV.H\" Foundation Level APIs to enable software to effectively use silicon - Close to the silicon fundamental functionality needed on every platform Hundreds of man years invested - Beyond any single company now to produce specifications of this breadth and depth Reduces development and deployment costs - Working proactively to prevent every platform creating a different set of media APIs Royalty-free - Khronos is committed to generating market opportunities for its members and the industry Copyright Khronos Group, Page 11
12 2SHQ*/(6$SSOLFDWLRQVDQG'HYLFHV OpenGL ES 1.1 has become the most widely deployed 3D API - Used in diverse applications, devices and markets Advanced User Interfaces - iphone uses OpenGL ES Mobile Games - $7.2Bn market in 2010 (Informa) 3D Navigation - Google Earth and 3D city data Nokia Nokia N93, N93, iphone, iphone, Sony Sony PS3 PS3 All All use use OpenGL OpenGL ES ES Copyright Khronos Group, Page 12
13 :KDWLV2SHQ*/(6" The leading 3D API for mobile devices - Based on desktop OpenGL - Optimized for mobile / handheld devices - Removes redundancy & rarely used features - Adds mobile-friendly data types - Most of the power of OpenGL in a much smaller package It s here today! - Products from every major handset manufacturer - Over 15M handsets with HW accelerated ES Starting to see STB, automotive applications - Standard API for Sony PLAYSTATION 3 Copyright Khronos Group, Page 13
14 2SHQ*/DQG2SHQ*/(69HUVLRQV OpenGL 1.3 OpenGL 1.5 OpenGL 2.0 OpenGL LP / ME OpenGL ES 2.0 OpenGL ES Halti OpenGL ES 1.0 OpenGL ES 1.1 OpenGL ES 1.x - fixed function pipeline OpenGL ES 2.x - Programmable pipeline - Not backward compatible Copyright Khronos Group, Page 14
15 2XWOLQH Khronos and OpenGL ES Overview Working Group News - Tom Olson, TI - OpenGL ES Working Group Chair Current Working Group Activities Discussion and Feedback Demos and Announcements Copyright Khronos Group, Page 15
16 2SHQ*/(66SHF5HOHDVHG Key Features - Adds vertex and fragment shaders - Removes fixed function pipeline - Super-compact, efficient API - High level language (GLSL ES) - On-line or off-line compilation Advanced Feature Set - Eight attribs / varyings / samplers - Cube Maps - Framebuffer Objects Copyright Khronos Group, Page 16
17 2SHQ*/(61RQGLII6SHF Desktop OpenGL 1.5 Specification Document + ES 1.1 spec = OpenGL ES 1.1 implicit specification OpenGL ES is defined relative to desktop GL - Makes ES spec very compact - Nice for people who know the desktop spec very well - Hard for people who don t Copyright Khronos Group, Page 17
18 2SHQ*/(61RQGLII6SHF Desktop OpenGL 1.5 Specification Document + ES 1.1 spec = OpenGL ES 1.1 Full Specification OpenGL ES is defined relative to desktop GL - Makes ES spec very compact - Nice for people who know the desktop spec very well - But hard for people who don t Enter the OpenGL ES 1.1 Non-Diff Spec - Authored by Jon Leech for Khronos - Based on the OpenGL 1.5 specification document - The original diff spec will be maintained for reference Copyright Khronos Group, Page 18
19 :RUNLQJ*URXS3ULRULWLHV Conformance Tests - ES 2.0 test planned for October 07 - ES 1.1 test improvements on deck Extensions to ES 1.x and New technology - Cleanup Ecosystem Support - Better documentation - SDK? Next-Generation API ( Halti ) - New object model + Mount Evans features; breaks compatibility - Target release in 2010 Copyright Khronos Group, Page 19
20 2XWOLQH Khronos and OpenGL ES Overview Working Group News Current Working Group Activities - Benj Lipchak, AMD - Jeremy Sandmel, Apple - Bill Licea-Kane, AMD Discussion and Feedback Demos and Announcements Copyright Khronos Group, Page 20
21 1HZ2SHQ*/(6 ([WHQVLRQV %HQM/LSFKDN$0' 0DQDJHU+DQGKHOG'6RIWZDUH Copyright Khronos Group, Page 21
22 7KH5RDGWR2SHQ*/(6" Current Extensions: - GL_OES_blend_equation_separate - GL_OES_blend_func_separate - GL_OES_blend_subtract - GL_OES_byte_coordinates - GL_OES_compressed_ETC1_RGB8_texture - GL_OES_compressed_paletted_texture - GL_OES_draw_texture - GL_OES_extended_matrix_palette - GL_OES_fixed_point - GL_OES_framebuffer_object - GL_OES_matrix_get - GL_OES_matrix_palette - GL_OES_point_size_array - GL_OES_point_sprite - GL_OES_query_matrix - GL_OES_read_format - GL_OES_single_precision - GL_OES_stencil_wrap - GL_OES_texture_cube_map - GL_OES_texture_env_crossbar - GL_OES_texture_mirrored_repeat - GL_OES_egl_image - GL_OES_depth24 - GL_OES_depth32 - GL_OES_element_index_uint - GL_OES_fbo_render_mipmap - GL_OES_fragment_precision_high - GL_OES_mapbuffer - GL_OES_rgb8_rgba8 - GL_OES_stencil1 - GL_OES_stencil4 - GL_OES_stencil8 - GL_OES_texture3D - GL_OES_texture_{half_}float{_linear} - GL_OES_texture_npot - GL_OES_vertex_half_float Extensions in the Pipeline: - OES_depth_texture - OES_standard_derivatives - OES_vertex_data_10_10_10_2 - OES_required_internal_format?? Copyright Khronos Group, Page 22
23 2(6BGHSWKBWH[WXUH Copyright Khronos Group, Page 23
24 2(6BGHSWKBWH[WXUH FRQW G Single channel format - 16-, 24-, or 32-bit unsigned integer - (D,D,D,1) returned from sampler Attached to FBO - Captures 1 st thing the light source sees Projected back on scene Used for shadow comparison - Comparison of depth texture versus surface to light distance done in fragment shader - If surface is further from light source than projected depth, surface is in shadow! Copyright Khronos Group, Page 24
25 2(6BVWDQGDUGBGHULYDWLYHV Restores fragment processing functions from desktop GLSL - gentype dfdx(gentype p): change in expression with respect to window-space X axis - gentype dfdy(gentype p): you guessed it, same for Y axis - gentype fwidth(gentype p): abs(dfdx(p)) + abs(dfdy(p)) Used for avoiding aliasing with procedural texture maps - Traditional texture maps have mipmapping for this purpose - These new functions allow fragment shaders to take evasive action - When values change too quickly with respect to window space, go to plan B! - Plan B might be to use an average color, much like a 1x1 mipmap Don t forget to enable grammar! - #extension GL_OES_standard_derivatives : enable New hint to control the quality versus performance tradeoff - glhint(gl_fragment_shader_derivative_hint_oes, GL_NICEST) Copyright Khronos Group, Page 25
26 2(6BYHUWH[BGDWDBBBB Two new vertex attribute data formats - GL_UNSIGNED_INT_10_10_10_2_OES - GL_INT_10_10_10_2_OES - 3- or 4-component arrays Used for saving on storage and bandwidth - Often vertex attribute data can be adequately represented in fewer bits - Format provides as much as 4:1 compression (32-bits vs. 128-bits) Per-primitive glvertexattrib{1234}f{v} does not use new formats - Would require new suffix - Only vertex arrays really benefit from smaller format 31 0 X Y Z W Copyright Khronos Group, Page 26
27 6KDPHOHVV3OXJV Copyright Khronos Group, Page 27
28 7H[WXUH,QWHUQDO)RUPDWV 7RP2OVRQ7, -HUHP\6DQGPHO$SSOH Copyright Khronos Group, Page 28
29 7H[WXUH)RUPDWVLQ2SHQ*/(6 This is how you load a texture: - glteximage2d(, internalformat,, type, &data); On the desktop, you have a lot of freedom: - Lots of types: 3_3_2, 5_6_5, byte, short, float - Generic ( base ) internal formats: RGB, RGBA, LA - Or, sized formats: RGBA2, RGB5, LUMINANCE12, - Driver converts type to nearest internal format GL ES only allows generic (base) internal formats - Saves a lot of driver paths - No conversion between base formats - Driver is supposed to use <type> as a hint as to size - App is supposed to deliver data in the size it wants - If you want 5_6_5 internally, use 5_6_5 as the pixel data type Copyright Khronos Group, Page 29
30 7KH7H[WXUH)RUPDW3UREOHP 1) No guarantees on what internal format the driver will use - The texture data type is only a hint - In theory, driver could store RGB8 data at 2 bits per channel and still be conformant - In practice, the conformance test requires 4 bpp 2) Applications have less freedom than we thought - E.g., Java Image data is always 32 bits/pixel - Usually 16bpp is enough, and it s faster - So, some implementations convert RGB8 to RGB565 - always What if that s not what you want? Copyright Khronos Group, Page 30
31 6ROYLQJ7KH3UREOHP Enter OES_required_internal_format - OES extension (authored by Jeremy Sandmel, Apple) What it allows - Restores a limited selection of sized internal formats from desktop spec - Allows application to reduce precision - Requires driver to use at least the requested precision What it doesn t allow - Base format conversions, e.g. LUMINANCE to RGB - Hallucinated precision, e.g. loading 565 data into RGB8 textures Key features - Backward compatible - old rules apply for base internal formats - Low cost - only requires a few conversion paths in driver - Guarantees that textures will be stored with a minimum level of precision - Due out later this year Copyright Khronos Group, Page 31
32 2SHQ*/(6&76 6KDGHU&RPSOH[LW\ %LOO/LFHD.DQH$0' 2SHQ*/(6&76:RUNLQJ*URXS&KDLU Copyright Khronos Group, Page 32
33 6KDGHU&RPSOH[LW\ OpenGL ES 2.0 Conformance Test Suite - OpenGL ES Common Profile Specification The OpenGL ES Shading Language Copyright Khronos Group, Page 33
34 6KDGHU&RPSOH[LW\ Fundamentals of Conformance Test Suite - NOT EXHAUSTIVE - NOT EXACT - Think of the suite as a sampling of conformant programs Copyright Khronos Group, Page 34
35 6KDGHU&RPSOH[LW\ Appendix A: Limitations for ES Length of Shader Executable This is defined by the conformance tests - Usage of Temporary Variables The maximum number of variables is defined by the conformance tests. Copyright Khronos Group, Page 35
36 6KDGHU&RPSOH[LW\ void main( void ) {} Copyright Khronos Group, Page 36
37 6KDGHU&RPSOH[LW\ void main( void ) { } const vec4 yellow = vec4(1,1,0,1); gl_fragcolor = yellow; Copyright Khronos Group, Page 37
38 6KDGHU&RPSOH[LW\ void main( void ) { } for ( int i = 0; i < 500; i++ ) { // some statement } Copyright Khronos Group, Page 38
39 2XWOLQH Khronos and OpenGL ES Overview Working Group News Current Working Group Activities Discussion and Feedback - Y all Demos and Announcements Copyright Khronos Group, Page 39
40 'LVFXVVLRQ Questions - What drives you crazy about OpenGL ES? - Is the roadmap right (Halti in 2010)? - Is breaking backward compatibility OK? And - Got news to share? Copyright Khronos Group, Page 40
41 2XWOLQH Khronos and OpenGL ES Overview Working Group News Current Working Group Activities Discussion and Feedback Demos and Announcements Copyright Khronos Group, Page 41
Dave Shreiner, ARM March 2009
4 th Annual Dave Shreiner, ARM March 2009 Copyright Khronos Group, 2009 - Page 1 Motivation - What s OpenGL ES, and what can it do for me? Overview - Lingo decoder - Overview of the OpenGL ES Pipeline
More informationMobile Graphics Ecosystem. Tom Olson OpenGL ES working group chair
OpenGL ES in the Mobile Graphics Ecosystem Tom Olson OpenGL ES working group chair Director, Graphics Research, ARM Ltd 1 Outline Why Mobile Graphics? OpenGL ES Overview Getting Started with OpenGL ES
More informationCopyright Khronos Group Page 1
Gaming Market Briefing Overview of APIs GDC March 2016 Neil Trevett Khronos President NVIDIA Vice President Developer Ecosystem ntrevett@nvidia.com @neilt3d Copyright Khronos Group 2016 - Page 1 Copyright
More informationOGLES PVRVFrame. User Manual
OGLES PVRVFrame User Manual Copyright 2009, Imagination Technologies Ltd. All Rights Reserved. This publication contains proprietary information which is protected by copyright. The information contained
More informationNext Generation OpenGL Neil Trevett Khronos President NVIDIA VP Mobile Copyright Khronos Group Page 1
Next Generation OpenGL Neil Trevett Khronos President NVIDIA VP Mobile Ecosystem @neilt3d Copyright Khronos Group 2015 - Page 1 Copyright Khronos Group 2015 - Page 2 Khronos Connects Software to Silicon
More informationIntroduction to OpenGL ES 3.0
Introduction to OpenGL ES 3.0 Eisaku Ohbuchi Digital Media Professionals Inc. 2012 Digital Media Professionals Inc. All rights reserved. 12/Sep/2012 Page 1 Agenda DMP overview (quick!) OpenGL ES 3.0 update
More informationEmbedded Media Processing Ecosystem
Embedded Media Processing Ecosystem Neil Trevett Vice President Mobile Content, NVIDIA President, Khronos Group Copyright Khronos Group, 2007 - Page 1 Pervasive Mobile Media Computing Handsets are becoming
More informationCopyright Khronos Group, Page 1
3RUWDEOH1DWLYH0RELOH 0HGLD$SSOLFDWLRQV 1HLO7UHYHWW 9LFH3UHVLGHQW(PEHGGHG&RQWHQW19,',$ 3UHVLGHQW.KURQRV*URXS Copyright Khronos Group, 2007 - Page 1 3HUYDVLYH0RELOH0HGLD&RPSXWLQJ Handsets are becoming personal
More informationCopyright Khronos Group, Page 1
3RUWDEOH1DWLYH0RELOH 0HGLD$SSOLFDWLRQV 1HLO7UHYHWW 9LFH3UHVLGHQW(PEHGGHG&RQWHQW19,',$ 3UHVLGHQW.KURQRV*URXS Copyright Khronos Group, 2007 - Page 1 3HUYDVLYH0RELOH0HGLD&RPSXWLQJ Handsets are becoming personal
More informationAR Standards Update Austin, March 2012
AR Standards Update Austin, March 2012 Neil Trevett President, The Khronos Group Vice President Mobile Content, NVIDIA Copyright Khronos Group, 2012 - Page 1 Topics Very brief overview of Khronos Update
More informationWebGL Meetup GDC Copyright Khronos Group, Page 1
WebGL Meetup GDC 2012 Copyright Khronos Group, 2012 - Page 1 Copyright Khronos Group, 2012 - Page 2 Khronos API Ecosystem Trends Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos
More informationSIGGRAPH Briefing August 2014
Copyright Khronos Group 2014 - Page 1 SIGGRAPH Briefing August 2014 Neil Trevett VP Mobile Ecosystem, NVIDIA President, Khronos Copyright Khronos Group 2014 - Page 2 Significant Khronos API Ecosystem Advances
More informationKhronos and the Mobile Ecosystem
Copyright Khronos Group, 2011 - Page 1 Khronos and the Mobile Ecosystem Neil Trevett VP Mobile Content, NVIDIA President, Khronos Copyright Khronos Group, 2011 - Page 2 Topics It s not just about individual
More informationOpenGL BOF Siggraph 2011
OpenGL BOF Siggraph 2011 OpenGL BOF Agenda OpenGL 4 update Barthold Lichtenbelt, NVIDIA OpenGL Shading Language Hints/Kinks Bill Licea-Kane, AMD Ecosystem update Jon Leech, Khronos Viewperf 12, a new beginning
More informationMobile AR Hardware Futures
Copyright Khronos Group, 2010 - Page 1 Mobile AR Hardware Futures Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Two Perspectives NVIDIA - Tegra 2 mobile processor Khronos
More informationCopyright Khronos Group, Page 1. OpenCL. GDC, March 2010
Copyright Khronos Group, 2011 - Page 1 OpenCL GDC, March 2010 Authoring and accessibility Application Acceleration System Integration Copyright Khronos Group, 2011 - Page 2 Khronos Family of Standards
More informationOpenGL ES 2.0 : Start Developing Now. Dan Ginsburg Advanced Micro Devices, Inc.
OpenGL ES 2.0 : Start Developing Now Dan Ginsburg Advanced Micro Devices, Inc. Agenda OpenGL ES 2.0 Brief Overview Tools OpenGL ES 2.0 Emulator RenderMonkey w/ OES 2.0 Support OpenGL ES 2.0 3D Engine Case
More informationCopyright Khronos Group, Page 1
1HLO7UHYHWW 19,',$.KURQRV *URXS 2SHQ*/(6 Copyright Khronos Group, 2007 - Page 1 Handsets are becoming personal computing platform - not just phones - A real computer in your hand mobility, connectedness
More informationOpenCL Press Conference
Copyright Khronos Group, 2011 - Page 1 OpenCL Press Conference Tokyo, November 2011 Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page
More informationMobile graphics API Overview
Mobile graphics API Overview Michael Doggett Department of Computer Science Lund University 2009 Michael Doggett and Tomas Akenine-Möller 1 Register Please check to see if your name is on the list, if
More informationStandards for WebVR. Neil Trevett. Khronos President Vice President Mobile Content,
Standards for WebVR Neil Trevett Khronos President Vice President Mobile Content, NVIDIA ntrevett@nvidia.com, @neilt3d October 2016 Copyright Khronos Group 2016 - Page 1 Khronos Open Standards Software
More informationNeil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group. Copyright Khronos Group Page 1
Neil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group Copyright Khronos Group 2014 - Page 1 Khronos Standards 3D Asset Handling - 3D authoring asset interchange - 3D asset transmission
More informationCopyright Khronos Group, Page 1. Khronos Overview. Taiwan, February 2012
Copyright Khronos Group, 2012 - Page 1 Khronos Overview Taiwan, February 2012 Copyright Khronos Group, 2012 - Page 2 Khronos - Connecting Software to Silicon Creating open, royalty-free API standards -
More informationOpenGL Status - November 2013 G-Truc Creation
OpenGL Status - November 2013 G-Truc Creation Vendor NVIDIA AMD Intel Windows Apple Release date 02/10/2013 08/11/2013 30/08/2013 22/10/2013 Drivers version 331.10 beta 13.11 beta 9.2 10.18.10.3325 MacOS
More informationVulkan 1.1 March Copyright Khronos Group Page 1
Vulkan 1.1 March 2018 Copyright Khronos Group 2018 - Page 1 Vulkan 1.1 Launch and Ongoing Momentum Strengthening the Ecosystem Improved developer tools (SDK, validation/debug layers) More rigorous conformance
More informationCopyright Khronos Group 2012 Page 1. Teaching GL. Dave Shreiner Director, Graphics and GPU Computing, ARM 1 December 2012
Copyright Khronos Group 2012 Page 1 Teaching GL Dave Shreiner Director, Graphics and GPU Computing, ARM 1 December 2012 Copyright Khronos Group 2012 Page 2 Agenda Overview of OpenGL family of APIs Comparison
More informationIntroduction to Shaders.
Introduction to Shaders Marco Benvegnù hiforce@gmx.it www.benve.org Summer 2005 Overview Rendering pipeline Shaders concepts Shading Languages Shading Tools Effects showcase Setup of a Shader in OpenGL
More informationCopyright Khronos Group Page 1. Vulkan Overview. June 2015
Copyright Khronos Group 2015 - Page 1 Vulkan Overview June 2015 Copyright Khronos Group 2015 - Page 2 Khronos Connects Software to Silicon Open Consortium creating OPEN STANDARD APIs for hardware acceleration
More informationThe Handheld Graphics. Market. Size, needs, and opportunities. Jon Peddie Research
The Handheld Graphics Market Size, needs, and opportunities Founded in 2001 - our 24th year Focus and emphasis on Digital Technology, Multi Media, and Graphics Consulting and market research - Advisor
More informationWhiz-Bang Graphics and Media Performance for Java Platform, Micro Edition (JavaME)
Whiz-Bang Graphics and Media Performance for Java Platform, Micro Edition (JavaME) Pavel Petroshenko, Sun Microsystems, Inc. Ashmi Bhanushali, NVIDIA Corporation Jerry Evans, Sun Microsystems, Inc. Nandini
More informationThe Ultimate Developers Toolkit. Jonathan Zarge Dan Ginsburg
The Ultimate Developers Toolkit Jonathan Zarge Dan Ginsburg February 20, 2008 Agenda GPU PerfStudio GPU ShaderAnalyzer RenderMonkey Additional Tools Tootle GPU MeshMapper CubeMapGen The Compressonator
More informationCopyright Khronos Group 2012 Page 1. OpenCL 1.2. August 2012
Copyright Khronos Group 2012 Page 1 OpenCL 1.2 August 2012 Copyright Khronos Group 2012 Page 2 Khronos - Connecting Software to Silicon Khronos defines open, royalty-free standards to access graphics,
More informationOpenCL Overview. Shanghai March Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group
Copyright Khronos Group, 2012 - Page 1 OpenCL Overview Shanghai March 2012 Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2012 - Page 2 Processor
More informationPress Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem. Copyright Khronos Group Page 1
Press Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem Copyright Khronos Group 2015 - Page 1 Khronos Connects Software to Silicon Open Consortium creating ROYALTY-FREE,
More informationMention driver developers in the room. Because of time this will be fairly high level, feel free to come talk to us afterwards
1 Introduce Mark, Michael Poll: Who is a software developer or works for a software company? Who s in management? Who knows what the OpenGL ARB standards body is? Mention driver developers in the room.
More informationOpen Standards for Vision and AI Peter McGuinness NNEF WG Chair CEO, Highwai, Inc May 2018
Copyright Khronos Group 2018 - Page 1 Open Standards for Vision and AI Peter McGuinness NNEF WG Chair CEO, Highwai, Inc peter.mcguinness@gobrach.com May 2018 Khronos Mission E.g. OpenGL ES provides 3D
More informationWorking with Metal Overview
Graphics and Games #WWDC14 Working with Metal Overview Session 603 Jeremy Sandmel GPU Software 2014 Apple Inc. All rights reserved. Redistribution or public display not permitted without written permission
More informationWebGL, WebCL and Beyond!
Copyright Khronos Group, 2011 - Page 1 WebGL, WebCL and Beyond! Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page 2 Topics in this Session
More informationPOWERVR MBX & SGX OpenVG Support and Resources
POWERVR MBX & SGX OpenVG Support and Resources Kristof Beets 3 rd Party Relations Manager - Imagination Technologies kristof.beets@imgtec.com Copyright Khronos Group, 2006 - Page 1 Copyright Khronos Group,
More informationPress Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem. Copyright Khronos Group Page 1
Press Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem Copyright Khronos Group 2015 - Page 1 Khronos Connects Software to Silicon Open Consortium creating ROYALTY-FREE,
More informationCreating the Embedded Media Processing Ecosystem
Creating the Embedded Media Processing Ecosystem Neil Trevett Vice President Embedded Content, NVIDIA President, Khronos Chairman, OpenGL ES Working Group Mobile Convergence Handsets are becoming the predominant
More informationDEVELOPER DAY MONTRÉAL APRIL Copyright Khronos Group Page 1
DEVELOPER DAY MONTRÉAL APRIL 2018 Copyright Khronos Group 2018 - Page 1 DEVELOPER DAY Introduction and Overview Alon Or-bach, Samsung MONTRÉAL APRIL 2018 Copyright Khronos Group 2018 - Page 2 Copyright
More informationAdding Advanced Shader Features and Handling Fragmentation
Copyright Khronos Group, 2010 - Page 1 Adding Advanced Shader Features and Handling Fragmentation How to enable your application on a wide range of devices Imagination Technologies Copyright Khronos Group,
More informationWhat was removed? (1) OpenGL ES vs. OpenGL
SLIDE 2 Outline What is? vs. OpenGL Profiles and versions EGL Surfaces on Windows CE and Symbian Implementations SLIDE 3 SLIDE 4 What is? Small-footprint subset of OpenGL OpenGL is too large for embedded
More informationMobile Performance Tools and GPU Performance Tuning. Lars M. Bishop, NVIDIA Handheld DevTech Jason Allen, NVIDIA Handheld DevTools
Mobile Performance Tools and GPU Performance Tuning Lars M. Bishop, NVIDIA Handheld DevTech Jason Allen, NVIDIA Handheld DevTools NVIDIA GoForce5500 Overview World-class 3D HW Geometry pipeline 16/32bpp
More informationC P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev
C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE UGRAD.CS.UBC.C A/~CS314 Mikhail Bessmeltsev 1 WHAT IS RENDERING? Generating image from a 3D scene 2 WHAT IS RENDERING? Generating image
More informationBuilding scalable 3D applications. Ville Miettinen Hybrid Graphics
Building scalable 3D applications Ville Miettinen Hybrid Graphics What s going to happen... (1/2) Mass market: 3D apps will become a huge success on low-end and mid-tier cell phones Retro-gaming New game
More informationKhronos Updates GDC 2017 Neil Trevett Vice President Developer Ecosystem, NVIDIA President,
Copyright Khronos Group 2017 - Page 1 Khronos Updates GDC 2017 Neil Trevett Vice President Developer Ecosystem, NVIDIA President, Khronos ntrevett@nvidia.com @neilt3d Copyright Khronos Group 2017 - Page
More informationNVSG NVIDIA Scene Graph
NVSG NVIDIA Scene Graph Leveraging the World's Fastest Scene Graph Agenda Overview NVSG Shader integration Interactive ray tracing Multi-GPU support NVIDIA Scene Graph (NVSG) The first cross-platform scene
More informationgltf Briefing September 2016 Copyright Khronos Group Page 1
gltf Briefing September 2016 Copyright Khronos Group 2016 - Page 1 Copyright Khronos Group 2016 - Page 2 Background and Motivation OpenGL ES and WebGL have led to a proliferation of Web 3D but no standard
More informationOverview and AR/VR Roadmap
Khronos Group Inc. 2018 - Page 1 Overview and AR/ Roadmap Neil Trevett Khronos President NVIDIA VP Developer Ecosystems ntrevett@nvidia.com @neilt3d Khronos Group Inc. 2018 - Page 2 Khronos Connects Software
More informationBringing AAA graphics to mobile platforms. Niklas Smedberg Senior Engine Programmer, Epic Games
Bringing AAA graphics to mobile platforms Niklas Smedberg Senior Engine Programmer, Epic Games Who Am I A.k.a. Smedis Platform team at Epic Games Unreal Engine 15 years in the industry 30 years of programming
More informationReal-Time Rendering (Echtzeitgraphik) Michael Wimmer
Real-Time Rendering (Echtzeitgraphik) Michael Wimmer wimmer@cg.tuwien.ac.at Walking down the graphics pipeline Application Geometry Rasterizer What for? Understanding the rendering pipeline is the key
More informationProgrammable GPUs. Real Time Graphics 11/13/2013. Nalu 2004 (NVIDIA Corporation) GeForce 6. Virtua Fighter 1995 (SEGA Corporation) NV1
Programmable GPUs Real Time Graphics Virtua Fighter 1995 (SEGA Corporation) NV1 Dead or Alive 3 2001 (Tecmo Corporation) Xbox (NV2A) Nalu 2004 (NVIDIA Corporation) GeForce 6 Human Head 2006 (NVIDIA Corporation)
More informationMore frames per second. Alex Kan and Jean-François Roy GPU Software
More frames per second Alex Kan and Jean-François Roy GPU Software 2 OpenGL ES Analyzer Tuning the graphics pipeline Analyzer demo 3 Developer preview Jean-François Roy GPU Software Developer Technologies
More informationGDC 2014 Barthold Lichtenbelt OpenGL ARB chair
GDC 2014 Barthold Lichtenbelt OpenGL ARB chair Agenda OpenGL 4.4, news and updates - Barthold Lichtenbelt, NVIDIA Low Overhead Rendering with OpenGL - Cass Everitt, NVIDIA Copyright Khronos Group, 2010
More informationRationale for Non-Programmable Additions to OpenGL 2.0
Rationale for Non-Programmable Additions to OpenGL 2.0 NVIDIA Corporation March 23, 2004 This white paper provides a rationale for a set of functional additions to the 2.0 revision of the OpenGL graphics
More informationPowerVR: Getting Great Graphics Performance with the PowerVR Insider SDK. PowerVR Developer Technology
PowerVR: Getting Great Graphics Performance with the PowerVR Insider SDK PowerVR Developer Technology Company Overview Leading silicon, software & cloud IP supplier Graphics, video, comms, processor, cloud
More informationProgramming shaders & GPUs Christian Miller CS Fall 2011
Programming shaders & GPUs Christian Miller CS 354 - Fall 2011 Fixed-function vs. programmable Up until 2001, graphics cards implemented the whole pipeline for you Fixed functionality but configurable
More informationHardware Accelerated Graphics for High Performance JavaFX Mobile Applications
Hardware Accelerated Graphics for High Performance JavaFX Mobile Applications Pavel Petroshenko, Sun Microsystems Jan Valenta, Sun Microsystems Jerry Evans, Sun Microsystems Goal of this Session Demonstrate
More informationGoForce 3D: Coming to a Pixel Near You
GoForce 3D: Coming to a Pixel Near You CEDEC 2004 NVIDIA Actively Developing Handheld Solutions Exciting and Growing Market Fully Committed to developing World Class graphics products for the mobile Already
More informationUnderstanding M3G 2.0 and its Effect on Producing Exceptional 3D Java-Based Graphics. Sean Ellis Consultant Graphics Engineer ARM, Maidenhead
Understanding M3G 2.0 and its Effect on Producing Exceptional 3D Java-Based Graphics Sean Ellis Consultant Graphics Engineer ARM, Maidenhead Introduction M3G 1.x Recap ARM M3G Integration M3G 2.0 Update
More informationPERFORMANCE OPTIMIZATIONS FOR AUTOMOTIVE SOFTWARE
April 4-7, 2016 Silicon Valley PERFORMANCE OPTIMIZATIONS FOR AUTOMOTIVE SOFTWARE Pradeep Chandrahasshenoy, Automotive Solutions Architect, NVIDIA Stefan Schoenefeld, ProViz DevTech, NVIDIA 4 th April 2016
More informationThe Rasterization Pipeline
Lecture 5: The Rasterization Pipeline (and its implementation on GPUs) Computer Graphics CMU 15-462/15-662, Fall 2015 What you know how to do (at this point in the course) y y z x (w, h) z x Position objects
More informationAccelerating Realism with the (NVIDIA Scene Graph)
Accelerating Realism with the (NVIDIA Scene Graph) Holger Kunz Manager, Workstation Middleware Development Phillip Miller Director, Workstation Middleware Product Management NVIDIA application acceleration
More informationVulkan Launch Webinar 18 th February Copyright Khronos Group Page 1
Vulkan Launch Webinar 18 th February 2016 Copyright Khronos Group 2016 - Page 1 Copyright Khronos Group 2016 - Page 2 The Vulkan Launch Webinar Is About to Start! Kathleen Mattson - Webinar MC, Khronos
More informationBringing it all together: The challenge in delivering a complete graphics system architecture. Chris Porthouse
Bringing it all together: The challenge in delivering a complete graphics system architecture Chris Porthouse System Integration & the role of standards Content Ecosystem Java Execution Environment Native
More informationLecture 13: OpenGL Shading Language (GLSL)
Lecture 13: OpenGL Shading Language (GLSL) COMP 175: Computer Graphics April 18, 2018 1/56 Motivation } Last week, we discussed the many of the new tricks in Graphics require low-level access to the Graphics
More informationOpen Standards for Building Virtual and Augmented Realities. Neil Trevett Khronos President NVIDIA VP Developer Ecosystems
Open Standards for Building Virtual and Augmented Realities Neil Trevett Khronos President NVIDIA VP Developer Ecosystems Khronos Mission Asian Members Software Silicon Khronos is an International Industry
More informationProfiling and Debugging Games on Mobile Platforms
Profiling and Debugging Games on Mobile Platforms Lorenzo Dal Col Senior Software Engineer, Graphics Tools Gamelab 2013, Barcelona 26 th June 2013 Agenda Introduction to Performance Analysis with ARM DS-5
More informationAccelerating Vision Processing
Accelerating Vision Processing Neil Trevett Vice President Mobile Ecosystem at NVIDIA President of Khronos and Chair of the OpenCL Working Group SIGGRAPH, July 2016 Copyright Khronos Group 2016 - Page
More informationIntroduction. What s New in This Edition
Introduction Welcome to the fourth edition of the OpenGL SuperBible. For more than ten years, we have striven to provide the world s best introduction to not only OpenGL, but 3D graphics programming in
More informationOpen Standards for Today s Gaming Industry
Copyright Khronos Group 2013 - Page 1 Open Standards for Today s Gaming Industry Erik Noreke VP of Business Development, Khronos Group Gaming Evolution Copyright Khronos Group 2013 - Page 3 DESKTOP MOBILE
More informationCS4621/5621 Fall Computer Graphics Practicum Intro to OpenGL/GLSL
CS4621/5621 Fall 2015 Computer Graphics Practicum Intro to OpenGL/GLSL Professor: Kavita Bala Instructor: Nicolas Savva with slides from Balazs Kovacs, Eston Schweickart, Daniel Schroeder, Jiang Huang
More informationGrafica Computazionale: Lezione 30. Grafica Computazionale. Hiding complexity... ;) Introduction to OpenGL. lezione30 Introduction to OpenGL
Grafica Computazionale: Lezione 30 Grafica Computazionale lezione30 Introduction to OpenGL Informatica e Automazione, "Roma Tre" May 20, 2010 OpenGL Shading Language Introduction to OpenGL OpenGL (Open
More informationOpen Standards for AR and VR Neil Trevett Khronos President NVIDIA VP Developer January 2018
Copyright Khronos Group 2018 - Page 1 Open Standards for AR and Neil Trevett Khronos President NVIDIA VP Developer Ecosystem ntrevett@nvidia.com @neilt3d January 2018 Khronos Mission E.g. OpenGL ES provides
More informationCSE 591: GPU Programming. Introduction. Entertainment Graphics: Virtual Realism for the Masses. Computer games need to have: Klaus Mueller
Entertainment Graphics: Virtual Realism for the Masses CSE 591: GPU Programming Introduction Computer games need to have: realistic appearance of characters and objects believable and creative shading,
More informationKhronos Connects Software to Silicon
Press Pre-Briefing GDC 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem All Materials Embargoed Until Tuesday 3 rd March, 12:01AM Pacific Time Copyright Khronos Group 2015 - Page
More informationAchieving High-performance Graphics on Mobile With the Vulkan API
Achieving High-performance Graphics on Mobile With the Vulkan API Marius Bjørge Graphics Research Engineer GDC 2016 Agenda Overview Command Buffers Synchronization Memory Shaders and Pipelines Descriptor
More informationTools To Get Great Graphics Performance
PowerVR SDK Overview Tools To Get Great Graphics Performance August 2012 www.imgtec.com Imagination Technologies PowerVR Graphics The Embedded Graphics IP Experts Imagination Technologies - multi-media
More informationApplications and Implementations
Copyright Khronos Group, 2010 - Page 1 Applications and Implementations Hwanyong LEE CTO and Technical Marketing Director HUONE System Integration Application Acceleration Authoring and accessibility Khronos
More informationProspects for a more robust, simpler and more efficient shader cross-compilation pipeline in Unity with SPIR-V
Prospects for a more robust, simpler and more efficient shader cross-compilation pipeline in Unity with SPIR-V 2015/04/14 - Christophe Riccio, OpenGL Democratizing games development Monument Valley by
More informationMali Developer Resources. Kevin Ho ARM Taiwan FAE
Mali Developer Resources Kevin Ho ARM Taiwan FAE ARM Mali Developer Tools Software Development SDKs for OpenGL ES & OpenCL OpenGL ES Emulators Shader Development Studio Shader Library Asset Creation Texture
More informationGeForce3 OpenGL Performance. John Spitzer
GeForce3 OpenGL Performance John Spitzer GeForce3 OpenGL Performance John Spitzer Manager, OpenGL Applications Engineering jspitzer@nvidia.com Possible Performance Bottlenecks They mirror the OpenGL pipeline
More informationThe PowerVR Insider SDK. PowerVR Developer Technology
The PowerVR Insider SDK PowerVR Developer Technology Nov 2012 First, An Introduction! Who Am I? Who? Guillem Vinals Developer Technology Engineer, PowerVR Graphics What? An introduction to our PowerVR
More informationOpenGL 3 Overview. Barthold Lichtenbelt, NVIDIA OpenGL ARB Chair. Copyright Khronos Group, Page 1
OpenGL 3 Overview Barthold Lichtenbelt, NVIDIA OpenGL ARB Chair Copyright Khronos Group, 2009 - Page 1 Agenda OpenGL 3.1 announcement and OpenGL 3 overview - Barthold Lichtenbelt, NVIDIA OpenGL 2 vs OpenGL
More informationShaders : the sky is the limit Sébastien Dominé NVIDIA Richard Stenson SCEA
Shaders : the sky is the limit Sébastien Dominé NVIDIA Richard Stenson SCEA Agenda FX Composer 2.0 Introductions Cross-Platform Shader Authoring FX Composer 2.0 and Production Pipelines PLAYSTATION 3 Production
More informationWebGL, WebCL and OpenCL
Copyright Khronos Group, 2011 - Page 1 WebGL, WebCL and OpenCL Neil Trevett Vice President Mobile Content, NVIDIA President, The Khronos Group Copyright Khronos Group, 2011 - Page 2 Processor Parallelism
More informationReal - Time Rendering. Graphics pipeline. Michal Červeňanský Juraj Starinský
Real - Time Rendering Graphics pipeline Michal Červeňanský Juraj Starinský Overview History of Graphics HW Rendering pipeline Shaders Debugging 2 History of Graphics HW First generation Second generation
More informationOpen API Standards for Mobile Graphics, Compute and Vision Processing GTC, March 2014
Open API Standards for Mobile Graphics, Compute and Vision Processing GTC, March 2014 Neil Trevett Vice President Mobile Ecosystem, NVIDIA President Khronos Copyright Khronos Group 2014 - Page 1 Khronos
More informationVisual HTML5. Human Information Interaction for Knowledge Extraction, Interaction, Utilization, Decision making HI-I-KEIUD
Visual HTML5 1 Overview HTML5 Building apps with HTML5 Visual HTML5 Canvas SVG Scalable Vector Graphics WebGL 2D + 3D libraries 2 HTML5 HTML5 to Mobile + Cloud = Java to desktop computing: cross-platform
More informationCg 2.0. Mark Kilgard
Cg 2.0 Mark Kilgard What is Cg? Cg is a GPU shading language C/C++ like language Write vertex-, geometry-, and fragmentprocessing kernels that execute on massively parallel GPUs Productivity through a
More informationCopyright Khronos Group Page 1
Open Standards and Open Source Together How Khronos APIs Accelerate Fast and Cool Applications Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem Copyright Khronos Group 2015 - Page
More informationOpenGL ES update. Eisaku Ohbuchi Digital Media Professionals Inc.
OpenGL ES update Eisaku Ohbuchi Digital Media Professionals Inc. What is OpenGL ES? OpenGL for mobile devices Gets rid of redundant / legacy features Extensions to make it mobile-friendly All the functionality
More informationVulkan Multipass mobile deferred done right
Vulkan Multipass mobile deferred done right Hans-Kristian Arntzen Marius Bjørge Khronos 5 / 25 / 2017 Content What is multipass? What multipass allows... A driver to do versus MRT Developers to do Transient
More informationLecture 9: Deferred Shading. Visual Computing Systems CMU , Fall 2013
Lecture 9: Deferred Shading Visual Computing Systems The course so far The real-time graphics pipeline abstraction Principle graphics abstractions Algorithms and modern high performance implementations
More informationFree Downloads OpenGL ES 3.0 Programming Guide
Free Downloads OpenGL ES 3.0 Programming Guide OpenGLÂ Â ESâ is the industryâ s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices.
More informationThe Application Stage. The Game Loop, Resource Management and Renderer Design
1 The Application Stage The Game Loop, Resource Management and Renderer Design Application Stage Responsibilities 2 Set up the rendering pipeline Resource Management 3D meshes Textures etc. Prepare data
More informationNeil Trevett Vice President, NVIDIA OpenCL Chair Khronos President. Copyright Khronos Group, Page 1
Neil Trevett Vice President, NVIDIA OpenCL Chair Khronos President Copyright Khronos Group, 2009 - Page 1 Introduction and aims of OpenCL - Neil Trevett, NVIDIA OpenCL Specification walkthrough - Mike
More informationGPU Quality and Application Portability
GPU Quality and Application Portability Kalle Raita Senior Software Architect, drawelements Copyright Khronos Group, 2010 - Page 1 drawelements Ltd. drawelements Based in Helsinki, Finland Founded in 2008
More information